Base Class: Cleric
Zealous Disciples frighteningly potent abilities don't come directly from any particular deity, nor do Disciples of Zeal serve a common god. Instead, Disciples of Zeal gain their unique strengths from their absolute, unwavering devotion to their deity. Whatever boons these patrons may have normally bestowed, Zealous Disciples intense devotion to the protection of their deity transforms these powers into those of raw offensive might.
Despite this power transformation, additional boons (those not part of a subclass) from the Zealous Disciples deity remain unchanged, and they retain full access to the standard Cleric Spellbook, though may find certain powers less assisted than what other Disciplines may have access to.
Domain Spells
| Cleric level | Spells |
|---|---|
| 1st | Thunderous Smite, Wrathful Smite |
| 3rd | Branding Smite, Spiritual Weapon |
| 5th | haste, Fireball |
| 7th | Elemental Bane, Fire Shield (only warm shield) |
| 9th | Flame Strike, Destructive Wave |
Bonus Proficiencies
At 1st level, you gain proficiency with one weapon type of your choice and proficiency with strength saving throws. If the chosen weapon is classified as superior, you may lose proficiency with shields at the dm's digression. Additionally, your spiritual weapon becomes this weapon type.
At 6th level your spiritual weapon takes on some of the properties of your chosen weapon type, changing its base damage and damage type to that of the weapon, and gaining the traits of the base weapon type while wielded. Traits that affect damage rolls only affect the base damage. Additional damage dice from spell levels remain unchanged.
Strength of Will
When you choose this domain at 1st level, you add half of your strength modifier to your wisdom modifier, rounded down. This can lower your wisdom modifier if you have a negative strength modifier.
Additionally, this trait may be referred to as "muscle memory" at the risk of the DM's wrath.
Channel Divinity: Zealous Rage
Starting at 2nd level, you may summon a spiritual weapon into your hands and go into a zealous rage.
You may use Channel Divinity to go into a Zealous Rage, gaining 20 feet of movement speed and instantly summoning a Spiritual Weapon cast at 2nd level directly to your hands without using a spell slot. When attacking with the Spiritual Weapon in your hands, you may add your strength modifier to your attack roll along with your wisdom modifier and any proficiencies, though the effects of Strength of Will will temporarily fade.
Additionally, your rage grants you the ability to make an attack (with your Spiritual Weapon) as an 'additional action' if you have taken the attack action with your Spiritual Weapon in your hands, Or you may attack with your Spiritual Weapon as a bonus action if you have Not taken the attack action this turn.
The spell and your rage will fade if the weapon leaves your hands, or you fail to take an attack action or take damage for a full round.
Improved Zealous Rage
At 6th level Zealous Rage casts Spiritual Weapon at 4th level. At 17th level Zealous Rage casts Spiritual Weapon at 8th level.
Starting at the 8th level, the Spiritual Weapon from Zealous Rage may leave your grasp and move its normal movement speed for one round. At the beginning of your next turn, your spiritual weapon may be teleported back to your hand, you may teleport to the weapon's location, or failing either, the weapon and your rage fades. Zealous Rage must be active to gain this effect.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Blaze of Glory
Starting at 17th level, you can delay death for an instant to perform a final heroic act.
When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Sep 8, 2021level 1 spells aren't adding to the always prepared list when you use this.
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Posted Jan 18, 2021(Quick clarification, as I didn't realize you can't edit these once published: Zealous Disciples still serve deities, however there is not a particular deity associated with (this version of the) Disciples of Zeal. Instead they serve whatever deities they choose, and their unwavering devotion to them transforms their powers to that of a Zealous Disciple)
Edit 1: I would argue that Spiritual Weapon still cannot be directly enchanted by weapon enchantment spells like Holy Weapon, despite it, in this case, acting more physical than normal.